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Oculus 0.6.0.0 SDK & Runtime Alpha Release (RC1)

cybereality
Grand Champion
The new 0.6.0.0 RC1 Oculus SDK is now available to the private alpha tester group.

This release is only stable on Direct Mode, so please make sure to be using that for testing.

Please download and provide any feedback as this is critical to fixing bugs before a public release.

oculus_runtime_sdk_0.6.0.0_win_RC1.exe:
https://s3.amazonaws.com/static.oculus. ... in_RC1.exe

ovr_sdk_all_src_0.6.0.0_RC1.zip:
https://s3.amazonaws.com/static.oculus. ... .0_RC1.zip

ovr_sdk_win_0.6.0.0_RC1.zip:
https://s3.amazonaws.com/static.oculus. ... .0_RC1.zip

ovr_unity_0.6.0.0_lib_RC1.zip:
https://s3.amazonaws.com/static.oculus. ... ib_RC1.zip
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32 REPLIES 32

kojack
MVP
MVP
"jherico" wrote:
Actually it occurs to me now that a stencil on the texture wouldn't really do any good (you could apply one during rendering to reduce your load, but providing it to the SDK wouldn't really reduce their load during distortion. On the other hand if you could provide the SDK with your stencil mesh at the time of creation of the distortion mesh, they'd be able to reduce the total amount of work done there.

Yep, it doesn't really help the sdk, it's for reducing the number of pixels in the pre-distortion eye buffer (the higher-than-native-res one). Something like 15-20% of pixels are cut. In a pixel shader heavy scene it might be worth the issues it has with timewarp. Maybe making the stencil area a bit smaller so there's some extra space for small timewarps but still some saving.
Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
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cegli
Honored Guest
Phew, this is a big API change! Started working on porting our code a little, but it looks like it will take me a while to finish it.

One thing I noticed in the documentation is it says to change our code to this:

ovrHmd_CreateSwapTextureSetD3D11(hmd, DIRECTX.Device, &dsDesc, &(eyeBuf->TextureSet));

but in the OculusRoomTiny source it takes this:

ovrSwapTextureSet* TextureSet;
ovrHmd_CreateSwapTextureSetD3D11(hmd, DIRECTX.Device, &dsDesc, &TextureSet);

TextureSet is not a member of eyeBuf, at least in OculusRoomTiny. It looks like eyeBuf is expected to be a struct or class with ovrSwapTextureSet and ID3D11RenderTargetView inside it, but that's not immediately obvious when looking at the PDF, because you don't see the definition in there anywhere. There are other references below it to eyeBuf-> as well.

cybereality
Grand Champion
New private alpha version is OUT (RC2). Please check here and update:

viewtopic.php?f=69&t=22924
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV